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Version 0.

20 11/04/12
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==============================================================
Walkthrough
by Temileaf
Copyright 2012
Version .20 Notes
=================
Sections 00.-04a. Completed
Section 09. mostly completed.
Section 11a. has been added.
Walkthrough completed up to the end of Trial of Sticky and Muddy.
Girl's Order Wallkthrough started.
Chain Skill Chest List updated.
Translated Katakana names have been provided.
=================
Table of Contents:
00. General Notes
01.Story
02.Characters
02a. Miu
02b. [Warden]
02c. Sako
02d. Kisaragi
02e. Ran
02f. Yuko
02g. Shin
02h. Tomoe
02i. Alice
02j. Himekami
03.Controls
03a. In the Dungeons
03b1. Combat
03b2. Combat Flow
03c. Field Menu
03d. Field Skills
04.Punishment Chamber
04a. OP
04b. Punishments
04c. Girl's Order
05.Main Walkthrough
05a. Prison Floor- Code No. 832
05b. The Trial of Sticky and Muddy
05c. The Trial of Hard Fire!
05d. The Trial of Cold Betrayal

05e. Some Memory, Classroom of 16 o'clock


05f. Girls Have Heart Pain
06.Post Ending Content
06a. Post Victory Status
06b. The Area of Prison Ruler
06c. Imaginary Number- The 437th Space.
07. Girl's Order Walkthrough
07a. Sako
07a1. Order 1
07a2. Order 2
07a3. Order 3
07a4. Order 4
07b. Kisaragi
07b1. Order 1
07b2. Order 2
07b3. Order 3
07b4. Order 4
07c. Ran
07c1. Order 1
07c2. Order 2
07c3. Order 3
07c3. Order 4
07d. Yuko
07d1. Order 1
07d2. Order 2
07d3. Order 3
07d4. Order 4
07e. Shin
07e1. Order 1
07e2. Order 2
07e3. Order 3
07e4. Order 4
07f. Tomoe
07f1- Order 1
07f2- Order 2
07f3- Order 3
07f4- Order 4
07g. Alice
07g1- Order 1
07g2- Order 2
O7g3- Order 3
07g4- Order 4
08. Chain Skill Chest Locations
09. List of Status Effects
09a.Poison
09b.Instant Death
09c.Paralysis
09d.Confusion
09e.Stuck
10. List of Buffs and Debuffs
11.Miscellaneous Section
11a.Leveling Tips
11b.Punishment Tips
12c.Q&A
00- General Notes
============================================================================

*I am not fluent in Japanese; as this will show continually throughout the


entirety of this FAQ. I do; however, have general knowledge of Hiragana and
Katakana. Whenever possible, i will provide the romanized equivalent
in this FAQ, for ease of use when playing the game.
*Given the nature of the game, simply reading the names of certain sections
of this walkthrough, or browsing them, may constitute what can be deemed
as "spoilers". With that being said, the aim of this guide is to minimize
the amount of spoiled material for the player while optimizing the amount
of information that is readily available for the player to use to his or
her advantage.
*In my entire experience of playing this game, when it comes to picking
choices dialogue choices, the answer you give ultimately has no effect
on the gameplay, with one glaring exception, which I will cover when in
the walkthrough when it occurs.
*With that being said, certain options are more likely to get the [Warden]
slapped by Miu, but otherwise has no negative effects.
*Maps are not necessarily drawn to scale, or even well by most standards.
Locations pointed out on the maps; however, are extremely accurate.
*For ease of use, please make sure to take full advantage of ctrl+f to search
this guide.
01- Story
============================================================================
The premise of the game places you in the shoes of a warden in hell assigned
to a group of female criminals who have been given a chance to redeem
themselves and earn a second chance at life. As their coach, you must devise
battle strategies as you pit them into battle against the many enemies that
litter the tower they must now climb. One must remember that these girls
ended up in hell for one reason or another, and are not the most obedient
of disciples.
They may choose to stray from their path, refuse to listen to orders,
and otherwise proving to be a handful. Managing the girls and keeping
them in line as you continue to climb the tower is a huge part of your
responsibility as warden. There will be times when you must be gentle,
others where you must be firm. Whether these girls make it to the top
of the tower and return to life is largely up to you.
02- Characters
============================================================================
2a. Miu
Your superior officer in the game. She is the one responsible for
instructing you in your duty. More often than not, she will smack you
from time to time.
2b. [Warden]
The player character. Given that you can name him, I will be using the

placeholder [Warden] when speaking of the player character.


As the [Warden] it is your duty to help the girls climb to the top of
the tower in order to return to life- all the while reforming them into
better people.
2c. Sako
One of the 4 girls under your supervision at the start of the game. Sako
is representative of the deadly sin "Debauchery", taking the place of
"Gluttony" in the game. Her twin sister, Yuko, is also within the tower.
As a combatant, her role in battle largely consists of dishing out high
amounts of damage. Later on she gains access to buffs that increase
attack power and self-healing and regeneraton.
2d. Kisaragi
One of the 4 girls under your supervision at the start of of the game.
Kisaragi is representative of the deadly sin "Greed".
As a combatant, Kisaragi deals decent damage; as well as learning skills
that poison and paralyze the enemy, leaving them open to continuous damage
and lost turns. Later on she gains the ability to steal OP and items from
enemies.
2e. Ran
One of the 4 girls under your supervision at the start of the game. Ran
is representative of the deadly sin "Wrath".
As a combatant, Ran excels in taking hits due to having the highest
defensive stat out of all of the girls. Ran is given the unique ability
to "Guard" against incoming enemy specials; and is indeed the only way
to get anyone in the party to block at all- cementing her status as
a "required" party member during boss fights and strong enemies with moves
that are telegraphed. Ran also learns abilities involving paralyzing enemies
as well as provoking enemies into striking her and then retaliating on
the hapless foe.
2f. Yuko
One of the 3 girls that joins up with the group later in the game. Yuko
is representative of the deadly sin "Sloth".
As a combatant, Yuko serves as the White Mage of the group; focusing on
healing techniques. She soon gains access to light type magic attacks, in
addition to debuffs and and buffs, remaining firmly in the support
character role.
2g. Shin
One of the 3 girls that joins up with the group later in the game. Shin
is representative of the deadly sin "Wrath".
Shin's role in combat is somewhat unique. Her build is like that of a black
magic, focusing on offensive spells, but her main form of combat revolves
around her various skills called Operations, or OPR. When Shin performs
an Operation skill, she initiates an attack; all characters on the field
with a skill that matches the Operation type will join in and cast their
skill immediately afterwards, without interruption by enemies and without
using any MP of their own.

For example, Operation Fire would allow Sako to join in if she has the
appropriate skill. Operation Freeze would allow Alice to join in with one
of her ice spells.
2h. Tomoe
One of the 3 girls that joins up with the group later in the game. Tomoe
is representative of the deadly sin "Lust".
Tomoe serves as somewhat of an irregular role. Her damage rate is fairly
high, and lots of her skills hit multiple enemies. Later on she gains a
skill capable of instantly killing her opponents. Best used as a secondary
physical offensive character like with Sako.
2i. Alice
One of the 4 girls under your supervision at the start of the game. Alice
is representative of the deadly sin "Heresy", taking the place of "Envy"
in the game.
Alice is the standard Black Mage character archetype. Excels in dealing
high amounts of magical damage per attack at the cost of her hp and
defense stats. Later on she gains the ability to buff her attack power
to further devastate her foes.
2j. Himekami
A mysterious girl within the tower that appears before [Warden] and the
girls as they continue to climb the tower. Is she an enemy or an ally?
A boon or a hindrance? Only time will tell as the warden's group continue
their climb up the tower.
03- Controls
============================================================================
As the game is an unlocalizated Japanese game, please keep in mind that
as is the case with most Japanese games on the PSP that I have played,
The X button is "Cancel" and the Circle button is "Confirm".
3a. In the Dungeons
------------------While traversing the Dungeons that form the bulk of, the game the controls
as follows:
-Joystick and Directional Pad: Used for movement.
-Triangle Button: Brings up the Field Menu.
-X Button: Brings up the full sized map of the area.
-Select Button: Brings up the Quicksave and Load options.
-Start Button: Not used.
-Square and Circle Button: Not used.
-L button and R button: Not used.
While standing near a Base Portal:
-Square Button: brings up the Base Portal Teleportation Menu.
-Circle Button: Enters the Base Portal, giving access to the Base Menu.

3b1. Combat
----------While in Combat, the controls are thus:
-L Button: Brings up the Change command. Doing so allows you to switch out
Active party members with inactive ones. This can only be done once you have
5 or more party members. You can only switch once per turn. It does not end
your turn.
-R Button: Brings up the item menu. Items can be used once per turn, and
does not end your turn.
-Directional Pad: Used to select your course of action for the turn. Only
one choice can be chosen per turn, so choose carefully and plan accordingly.
-Circle Button: Confirms your choice of battle tactics.
-Triangle Button: Escape from battle.
3b2. Combat Flow
---------------Combat in this game is rather unique in that you, the player, doesn't get
to directly choose what each girl does during combat.
Instead, the AI reads the current situation and provides 4 choices to choose
from; from those 4 suggestions you may choose one, and ONLY one, for the
girls to act upon.
In the beginning of the game, this will
attack that turn. However, later in the
accumulate a wider repetoire of skills,
are the best courses of action are, and
For example, when the part is
to Heal if Yuko is present on
a turn charging up an attack,
the amount of damage taken to

mostly consist of choosing who will


game, once the girls begin to
the AI will choose what it believes
you will decide accordingly.

low on health, the AI will bring up the option


the field. Other times, when the boss spends
Ran will suggest the party Guard, as to keep
a minimum.

It is up to you as the player to decide what to do in the end. The AI merely


suggests a course of action in sets of 4; the player has the final say.
03c. Field Menu
--------------Pressing the Triangle Button at any time while inside of a dungeon when
not engaged in combat or interacting with a Base Panel brings up the Field
Menu.
While in the Field Menu, you have access to:
-Item
*Allows the use of items. shift between Key and regular items via L and R.
-Field Skill
*Shin--Heals the HP of a single ally, at lower cost than Yuko's skill.
*Sako--Forces random enemy encounter by luring enemies with a shout.
*Yuko--Heal the entire party at greater MP cost than Shin's skill.

*Ran--Prevents random encounters for a set period of time.


*Alice--Transfers part of Alice's MP to an ally, restoring a bit of MP.
*Tomoe--Warps party back to the last Base Panel entered.
*Kisaragi-Determines how many unopened chests are left on a floor.
-Status
*Allows one to check the status of the girls.
--Access to current level, total experience, and amount of exp needed to
gain the next level.
--Displays HP and MP, as well as the Attack, Magic Attack, Defense, and
Magic Defense of the character.
--Pressing the Circle Button switches over to their skill page, which lists
all skills learned and unlearned, as well as displaying any Chain Skills
that have been located for that character.
-Status
*Allows the player to rearrange the party and switch in and out active
party members and standby members.
04- Punishment Chamber
============================================================================
The Punishment Chamber is accessed in the while in the dungeons via the purple
glowing nexuses designated as Portals.
Within the Punishment Chamber the player is given access to four options:
*Rest-heals the party's HP and MP free of charge.
*Punish- Punish the girls and develop their combat capabilities. Requires a
certain amount of OP to perform based on the level of the punishment for each
girl individually.
*Shop- Purchase items for OP or sell unneeded items for OP.
*Save- Access the save menu and save your game.
04a. OP
=======
OP is a form of currency earned from selling extra items while inside of the
Punishment Chamber as well as from winning battles inside the dungeons.
OP serves two purposes: To purchase items using the Punishment Chamber's SHOP
option, and to Punish the girls. Without Each Punishment costs a set amount
of OP to initiate; the cost only grows with each level of Punishment gained on
an individual. Collecting OP and using it efficiently is key to making
powering
up the girls that much easier.
04b. Punishments
================
Punishments are a vital mechanic for the sake of raising the combat potential
of the girls under your command. More than simple service catering to the
fans,
each level gained in a punishment unlocks new skills for each girl, giving
them
more power and skills to work with in combat. Neglecting Punishments is the
same as signing your death warrant further into the game.

For help and information regarding the individual Punishment mini-games,


please refer to the Miscellaneous section of the guide.
04c. Girl's Order
=================
At various points, all reached after Punishing an individual girl after
gaining
a set amount of Punishment levels, a dialogue between you and the girl you've
just finished Punishing will occur. She will come forward to you with a
request, called a Girl's Order.
05- Main Walkthrough
============================================================================
05a. Prison Floor- Code No. 832
*******************************
Map: Code No. 832-B4f; Containment Room
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The game begins in the area I have dubbed; for the sake of convenience,
the Containment Room. A short way into the ensuing cutscene, you are

prompted to enter a name for [Warden]. I chose Tsukasa [???] for myself.
The cutscene continues to give choices of no real importance; drawing the
ire of Miu [??] will not negatively impact game play.
Once you are given control of your character, speak to each of the girls in
turn; each one will present a dialogue choice- pick how you wish.
Once you have done so, speak to Miu once more to continue your
progress.
Once the next round of dialogue and choices is over, you must once more
speak with the girls and gather them to you, In order to do so, you must
make the following dialogue choices. The order you speak to the girls is
irrelevant, but you cannot progress without all four following you.
Kisaragi:
*First Choice- Bottom Option.
*Second Choice- Bottom Option.
Ran:
*First Choice- Bottom Option.
*Second Choice- Top Option.
Alice:
*First Choice: Top Option.
*First Choice: Top Option.
Sako:
*First Choice: Top Option.
*Second Choice: Bottome Option.
A brief cutscene will play, followed by another inconsequential choice.
Once you regain control, head south down to the exit.
---------------------------Map: Code No. 832-B4f

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E= Entrance/Exit
Su= Stairs (up)
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After making an exit and watching an extremely short visual instruction,


head straight south and grab the chest, nabbing 5 Small Potions. After
opening to the chest, head west to Miu's location.

En route you will encounter yet another short cutscene.


Mid-scene, you will be presented with an important choice; how you choose
now will determine how easily the next several minutes of gameplay will be,
as you will be selecting the girl who will fight for you until you can
reign in the remaining three.
For the sake of the guide, I will be assuming you've chosen Sako.
After your selection and a bit more dialogue, your first fight in the game
will begin.
===============Set Battle================
Slap x 2
===============Set Battle================
As it is the first battle in the game, it is extremely easy.
Select Sako using the directional pad and choose Attack.
Choosing any girl who has None presented will act as if you chose to do
nothing with that turn at all; so take care not to accidentally select one
of the inactive girls.
A short continuation of the cutscene plays before you are returned control
of the [Warden]. Make your way to the stairs to the west and head up.
---------------------------Map: Code No. 832-B3f
--Map Key-Su= Stairs(up)
Sd= Stairs(down)
P= Portal
C= Chest
Si= Signpost

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Starting from this floor onwards, random encounters will be in effect.


Remember
to select the Attack option, and use Potions to heal if your hp gets too low.
If your chosen girl gets ko'd, you'll have no other means of attack for now.
Head straight north from point 1 and collect 3 more Small Potions from the
chest.
Turn back and follow the path west of the Signpost into the next room, then
head north to trigger another cutscene.
After you regain control of [Warden], continue to head north and press the
Circle Button to interact with the Portal, activating a short bit of dialogue
from Miu.
Use this opportunity to save your game and Rest if you need to heal your HP.
When you're ready, exit the portal for another short conversation with
Miu.
Follow her to point 4, but grab the chest in the bottom right corner of the
room for 3 Small Potions first, then speak with Miu to proceed.
Return to the Portal to find that the Punish option has been unlocked in the
Punishment chamber. See section "4. Punishment Chamber" of the guide for more

details on Punishments and controls.


The goal is to punish the remaining three girls until they reach level 1 in
Punishment. Initiating a punishment at this stage in the game costs 10 OP, so
unless you've been going out of your way to fight random battles, you won't
have enough to Punish all three girls, so you must grind on random battles to
earn more OP.
Return to Miu and speak to her once you've punished the remaining 3
girls.
Choose the top dialogue option to trigger to trigger a battle, or select
the bottom option if you feel you aren't ready. Once you choose the top
option, there is no changing your mind.
============Set Battle============
Egg Shadow x 1
============Set Battle============
This battle isn't very difficult. Choose the optioin Attack x2 whenever
possible to deal the most damage possible per turn. Keep an eye on your
HP and heal whenever a girl's HP starts to get low, and the battle will
be over in no time at all.
The only thing to keep an eye out for is clawing attack that the enemy uses
that deals slightly more damage than its regular attacks.
After the enemy goes down, you will be treated to yet another cutscene with
dialogue choices. What you choose has no real effect on the gameplay, so pick
whichever you wish.
After you regain control of [Warden], return to the Portal to Heal and save.
Afterwards, head for the stairs north of point 4 on the map and head up the
stairs to the next floor.
---------------------------Map: Code No. 832-B2f
--Map Key-C=Chest
S=Signpost
Su=Stairs(up)
Sd=Stairs(down)
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Immediately grab the chest within viewing distance of the stairs you've just
climbed, netting more Small Potions. From the chest, head straight to point 3
to trigger another scene. Move to point 4 on the map to trigger yet another
short scene.
The objective is to defeat the two enemies on the bridges west of point 4
and point 5. Move towards the closer enemy first; the one on the bridge west
of point 4.
============Set Battle============
Egg Shadow x 1
============Set Battle============

This fight is exactly the same as it was on BF3. Use the same tactics as
before
and remember to keep an eye on your HP, using healing items if needed.
Once you trounce the Egg Shadow, go ahead and cross the bridge and open the
chest, netting x2 Warp items. These allow you to immediately teleport back to
the last Portal you entered, bypassing enemies and floors directly to safety.
Read the signpost if you wish, then move to point 5 on the map and open the
chest there, netting yourself 3 Small Revives. These can be used to bring
back an ally that has been KO'd. Head west from point 5 and initiate

the second battle.


============Set Battle============
Egg Shadow x 1
============Set Battle============
Getting tired of trouncing this enemy? I didn't think you would. continue
to use the same tactics from before and remember to observe your HP for
yet another easy win and prize of EXp and OP.
Open the chest that was being blocked off by your hapless foe to recieve
the a Key Item. With it, you can now pass freely between points 3 and 6
on the map.
Head to point six and head east towards the chest. You'll find yet another
enemy waiting for you on the bridge that connects the two rooms.
============Set Battle============
Egg Shadow x 1
============Set Battle============
Same routine as the last couple of times you fought this opponent. Clean its
clock and earn yourself some more easy EXP and OP.
Continue on the bridge the enemy was perched on and open the chest beyond it
to net yourself a free 30 OP. Free OP is the best kind of OP.
Head west of point 6 and climb the stairs up to B1F.
---------------------------Map: Code No. 832-B1f
--Map Key-E=Exit
C=Chest
Sd=Stairs(down)
P=Portal
S=Signpost

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There is nothing of significance at point 1, so head directly to point 2 for


a scene.
After the scene, activate the Portal at the top left corner of point 2 and
enter the Punishment Chamber. Save and heal, then initiate Punishments on
the girl(s) of your choice with whatever OP you have on hand. If you need
more healing items, you may want to consider grinding on random battles on
this floor to build up extra OP for purchases.
When you've finished your preparations in the Punishment Chamber, head to
point 3, then head north to collect the chest there.
Between point 3 and the chest; however, resides a familiar face.
============Set Battle============
Egg Shadow x 1
============Set Battle============
Use the same tactics as the last several times. Easy EXP and OP is extremely
valuable at this point in the game, so don't complain.
The item within the chest is yet another Key Item, as denoted by the sound
effect that plays when the chest is opened. This time, return to point 3
and head west. If your HP is low from the fight moments ago, consider
returning
to the portal to get a free healing first. It never hurts to play it safe.

Continue across the bridge west of point 3 until you hit a dead end, then
follow the bridge south, only for the path to be blocked yet again.

============Set Battle============
Egg Shadow x 1
============Set Battle============
Later in the game, you'll wish EXP and OP was handed out like candy on
clockwork like is is now, so hurry up and eradicate this one like all the
others before it. If you punished some of the girls enough to learn a skill
by now, this fight will be over even faster than before.
Move past the point the enemy was guarding and swipe the 2 Small Revives
from the chest it was blocking off, then return to the Portal for healing and
to Save. If I'm starting to sound like a broken record, its because I cannot
stress enough how much a little caution can prevent a freak accident
from ruining hours of work, especially later in the game. If you have the OP
for it, punish the girls that haven't reached level 3 in Punishment yet.
Head to point 4 and move south. When you see the signpost, head east, running
into yet another goodie bag full of easy EXP and OP.

============Set Battle============
Egg Shadow x 1
============Set Battle============
By this point, I'm sure the random battles pose more of a threat to the player
by now. Still, it never hurts to watch the girls' HP bars, just in case.
Proceed across the bridge it guarded to secure another chest, this one
containing the second Key Item you have found on this floor.
Return to the Portal for healing and saving if need be, then turn your sights
towards point 5. From there, head north across yet another bridge, only to run
into...
============Set Battle============
Egg Shadow x 1
============Set Battle============
Is too much easy EXP and OP ever a bad thing? Only if you hate handouts.
To add humilation to the pain you'll be giving your opponent; if you have

raised Kisaragi's Punishment to level 3, she'll have a skill that will


allow her to pilfer an item from her designated target. If the opportunity
comes up, feel free to loot the pour soul's pockets before you condemn it to
oblivion like the rest of its bretheren.
The chest beyond the slain foe coughs up 50 OP. If the message wasn't clear
enough, head to the Portal and use that extra OP to buy items if you need
them, or Punish the girls if you haven't already brought them all up to at
least level 3 each.
when you feel you are ready, head to point 6. If for some reason you want
more time to prepare, or more OP, grind on the enemies and rely on the Portal
for healing to conserve items.
Before you do the obvious at point 6; however, make a quick detour east to
pick up 3 Small Group Heals from the chest just sitting out there in the open;
These will serve you well in the upcoming trial ahead.
Return to point 6 and head north, interacting with the gate before you.
If you followed instructions to the letter, the gate will open after
[Warden] uses the two keys to unlock it.
Proceed forth beyond the gate.
---------------------------Map: [Surely a Map is not needed for a straight path?]
A scene will play out the moment you proceed into the next area.
Once you gain control; you have two options.
1)Head straight north into battle, or2)Proceed south and continue preparations.
If you aren't ready by now, then turn back. Otherwise, proceed as instructed.
A scene will play once you've walked far enough.
Not much dialogue later, and the Boss Fight shall begin!
============Boss Fight!============
Over Eat x 1
============Boss Fight!============
***********************************
Recommended Party: Ran, Alice, Kisaragi, Sako
Recommended Level: 4
Recommended Punishment Levels: 3 on everyone.
***********************************
Initial Notes

**********
It cannot be stressed enough; by myself, or the game itself, just how
different
this one is from all your fights before. From a larger field sprite and color,
to the different combat music, or even its shape! Compared to the worms and
occasional worm, bird or bull-like creature, or even the vaguely phallic
shaped
repetition battles, this creature is on an entirely different level.
Even so, as the first true boss fight of the game, it poses no true threat to
any properly prepared party.
Healing
**********
This particular enemy hits harder than anything else you've fought so far in a
single attack, so keep the girls' HP up above the halfway mark at all times,
or
else a well timed blow may unexpectedly KO one of them, resulting in wasting
items and the risk of them dying again before their HP can be restored. You
do not want to be caught in this loop of frustration, so heal whenever
necessary.
Offense
**********
If you brought Alice and Sako up to level 3 in Punishment,
you can spam their respective skills to return the favor and let the boss
see how it feels to lose sizable chunks of HP in a single turn. Otherwise,
this fight can and will drag on longer than really necessary. Whenever the
opportunity is ripe, use their skills to deal some damage.
Defense
**********
If you see the Boss emit a bright flash of light and deal no damage that turn,
You MUST, absolutely MUST use Ran's "GUARD" command. If you do not; prepare
to see what the Game Over screen looks like. While it is certainly a pretty
image, it is not one you want to see very often, given what it represents.
All Bosses, and even stronger enemies later in the game all have this telltale
sign that they are planning to unleash a powerful strike on one/all of your
party member(s). Having Ran on the field and having her use "GUARD" allows
the party to shift into a defensive stance and guard most of the damage.
Please do take careful note that Ran is the only party member that can make
the party Guard, solo or otherwise. If Ran is KO'd or not on the field,
then Revive her/Switch her in, or else the girls will suffer dearly.
Stealing
***********
If everyone's HP is high and you feel using a turn to do so is worth it,

use Kisaragi's skill to nab a Small Group Heal from the Boss if the
opportunity presents itself. In some cases, this may prove the difference
between life and death, so think carefullly whether you'll want this item
or not.
Please note, that stealing from the same enemy more than once results in
a wasted turn; as Kisaragi will fail to steal anything else.
Closing Notes
************
When the Boss is low on HP and it starts activating its attack is telegraphed
by the tell-tale bright flash of light, do NOT risk trying to finish it off
before it can set off the skill, even if its Health Bar has only a sliver
remaining. Due to it's large amount of HP, even a sliver of HP may be more
than
how much you can do in a single turn, opening up the party to a world of
punishment for your haste and a possible Game OVer. It's best to play it safe
and Guard, unless you don't have the HP to survive the attack even if you did
Guard. In that case, Try to wipe out the Boss before it kills you.
If you find yourself down to the wire like this, it may be a sign that you
need
to grind a little more. If you're having that much trouble now, the next Boss
Fight will eat you alive.
============Boss Fight! End============
Over Eat x 1
============Boss Fight! End============
After the fight is done and the scene is over; control of [Warden] will be
given to the player.
Resist the sudden impulse to climb the steps before you, and head south back
to the Portal in the previous area and Heal and Save.
The Key Item you automatically pick up after the Boss Fight is also of
importance here, as the Key Item you picked up happened to be a Punishment
Tool. With it in your possession, you can now subject the girls to the second
Punishment of the game. If you have the OP for it, go ahead and try it out if
you wish; otherwise pour the OP into Punishing the girls with the first
Punishment, or buying Healing items if necessary.
When your preparations and saving are complete, return to the room where you
fought the Boss, and take the Stairs to the next Trial.
---------------------------05b. The Trial of Sticky and Muddy
**********************************
Map: Sticky and Muddy 1F

--Map Key-!=Switch
Su=Stairs(up)
C=Chest
Sd=Stairs(down)
Signpost
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You are treated to a scene upon climbing the stairs and emerging in the new
area. From there, control of [Warden] is returned.
Head to point 1 from the stairs and grab the chest in the bottom right corner
of the screen to obtain 3 more Small Potions.
From there, head north to point 2 and activate the dormant Portal in the
top left corner of the room.
After leaving the Portal, skip past point 3 towards point 4; continue east
from there until you reach the chest in the next room over. Open it to
obtain 3 Medium Potions.

Return to point 4 and head south this time, across the bridge, where you will
a chest and a switch. Grab the contents of the chest, then interact with the
switch by using the Circle Button.
Head back to point 2 and heal if the random encounters have whittled down
your HP to heal and save, then move onwards to point 5. From there, head to
point 6 and grab the contents of the chest, 3 Status Cures. Useful for
curing poison caused by some of the enemies in this dungeon. Faced with no
means of retreat, head north across the bridge into the next room.
Activate the switch in this room and then return back to point 2. Save and
Heal if necessary, then try to head north, activating a cutscene.
Continue to point 7 to trigger another short scene.
For now, head to point 8 on the map, then head north to collect the chest,
earning yourself a cool 100OP. Good for you and the girls, even if they
won't like it.
Head east of point 8 to reach point 9 on the map, then head north to reach
a room with another switch in it. It is advised you return to point 2 at
this point and spend some of the OP you've no doubt been collecting by now
on Punishing the girls to raise their combat potential as well as Heal.
afterwards, return to point 7 and head north, climbing the stairs leading to
2F.
---------------------------Map: Sticky and Muddy 2F
--Map Key-C=Chest
!=Switch
Sd=Stairs(down)
Su=Stairs(up)
CS= Chain Skill Chest
S=Signpost
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***Before anything else, please let it be noted that the next Portal isn't
until 3F. Healing and Saving will either have to wait, or be done via
backtracking to 1F.***
Head right after climing the stairs to reach point 1. To the south is a
locked door. Ignore the path right to point 2, as there is nothing that
can be done there just yet. Instead, head north to point 3.
After arriving at point 3, you will be treated to a short cutscene.
Ignore the urge to run west for a few seconds, and head north to
point 4 for a continuation of the scene that just played out.
For now, backtrack to point 3, heading east this time to point 5 and then
north to point 6 to open a chest containing 100 OP. One must have priorities,
after all.
Now that we've satisfied our greed over prioritizing someone in need; head
back to point 3, travelling west past points 7 and 8, stopping at 9.
Examine the glowing object on floor.
Before you backtrack to point 4, take a quick detour north to point 10 to
claim a chest, retrieving a Warp item from its contents. With the chest now
empty and your pockets a little heavier, head to point 4 to initiate another

scene-- or take another quick detour to point 11 and claim yet another chest,
you greedy [Warden], you. While the contents are something I forgot to take
note of, they are nothing you shouldn't already have in your inventory. If
they are, you should take it as a sign you should stock up on items the next
time you return to the nearest Portal.
Without thinking about what just occurred at point 4 just now; and how badly
things would have become for the [Warden] and crew if the obvious had gone
exactly as one would imagineReturn to 1F and enter the Portal to Save, Rest, Shop and Punish if you have
yet to do so. While backtracking is tedious with the game's walking speed,
so is doing the entire floor over again because a random encounter
killed the party.
Whether or not you followed my advice to backtrack to the Portal, head to
point 12 on 2F for your next objective. If you tried to go ahead of me
earlier, you'll notice there is now an "!" mark on your in-game map if
you press the x button.
Regardless, grab the shining object on the floor at point 12 and backtrack
once more to point 4.
Savvy players who ignored my advice about point 2 may be tempted to head
there and then to point 4, but don't. You'll be wasting your time until
you return to point 4 with the shining object retrieved from point 12
first. Game Designers are evil that way.
After the scene, resist to urge to observe the fact that the stages seem
to float over an endless abyss and the consequences- and fate- of anything
that may fall off and backtrack to- you guessed it- point 1, this time
FINALLY heading east to point 2.
If you see another "!" on your in game map at point 2, that means you've
been naughty and I'm very disappointed. For everyone else, head there
and pick up the third shining object off the floor.
Return to point 4 to trigger the next scene.
Anyone else notice that the hiragana for "yu" looks like a fish?
For now, ignore the urge to ponder how that thing got there and
rush to her aid, passing through the now opened door at point 7 and north
to point 13.
While the situation may appear urgent, nothing is stopping you from opening
the chest at point 13 first. You're a [Warden] of Hell; you don't need a
conscience. The Small Group Heals you obtain outweigh any moral obligations.
Ignore the switch at point 14 and head straight to point 15. Sako wouldn't let
you, anyways, so there's no point in trying.
Immediately upon setting foot in point 15, a scene triggers.
============Set Battle============
Dread Eye x 1

============Set Battle============
A well enough sounding name, but in all honesty that is all it has going for
it
if you haven't been neglecting your grinding.
...Is what I'd like to say, but it's amount of HP compared to the damage you
ought to be doing at this point means that the fight will drag on for a little
while. While its nowhere near the power level that should be considered
threatening, the fact that it can and will poison you on top of the amount of
time it takes to kill it due to the sheer amount of HP means you'll need to
keep an eye on the HP of the girls more than ever.
Use Skills whenever possible, particularly Alice and Sako's. When that isn't
possible, focus on using Attack x2 to deal the most amount of damage per turn.
Keep in mind that using items doesn't waste at turn, but only one item can be
used per turn.
Use items to cure poison sooner rather than later to minimize damage taken,
and
don't be afraid to use Healing items if one of the girl's HP falls below half.
If you find yourself in a situation where you have to choose between healing
HP
of someone who is dangerously close to zero and healing poison; remember that
it's easier to recover lost HP than it is to revive someone who has been
knocked out; as this enemy is strong enough that the risk of a recently
revived
character being KO'd before getting the chance to heal her is very high.
There is one attack that you should be aware of; however. On rare occasion
Dread Eye will poison not just one person, but your entire party. Remember to
prioritize healing girls with low HP over curing the poison and make sure to
remove it when you can, and you'll be alright.
With enough patience and a slight amount of justified paranoia, Dread Eye will
be down for the count. If the fight lasted long enough that you ran out of
antidotes, you may want to consider carrying more of an item from now on; or
its a sign you should be training more.
With the optometrist's nightmare condemned to oblivion, another scene plays.
You are presented with a dialogue choice
choice is fine to pick, I'd like to note
and Sako smile. Any choice not resulting
news for the [Warden] any day, so choose

of minimal consequence. While either


that choosing the top one made Yuko
on female on male violence is good
the top option if you wish.

Following that, you'll get a short tutorial in Japanese explaining Yuko's role
in combat and how to switch active party members.
Summed up, it basically tells you:
-Yuko is the white mage of the group
-4 girls can take part in active combat at any one time
-The active party can be switched around by choosing Party from the Field Menu
-Using the L button, positions and active members can be chosen.

Switching in mid-combat is also possible, by use of the L button. However;


just like items used via the R button, switching can only be done once per
turn,
so be careful! On the plus side, just like using items, it does not waste a
turn. It may; however, shuffle the active suggestions made by the girls,
so keep that in mind.
***Note, that all girls recieve experience regardless of whether they take
part
in combat, as long as they are not KO'd at the end of the battle. So if you
don't wish to use a particular party member, feel free to bench them, and they
will still level up accordingly. Do NOT; however, neglect their
punishments.***
For now, head back to point 14 and activate the switch Sako refused to let you
play with. Who's supposed to be in charge of whom, hmm?
The door at point 1 of all places, will now be unbarred, letting your party
continue on its merry way.
BUT BEFORE you even think about crossing that newly opened threshold,
backtrack
to the Portal on 1F and Rest and Save. No excuses! Forward, March!
If you followed instructions, you'll want to deal out some Punishment to the
newest recruit, Yuko. If you jumped the gun and attempted to have her take
part in combat on the way back to the portal, you'll have noticed little miss
lazy pants refuses to take part.
Everyone knows that a White Mage that can't heal is nothing but dead weight
and only useful as a meat shield, and that's Ran's job. There'll be no dead
weight on this trip towards redemption, to whip her into shape like you've
been doing so for the rest of the girls.
Ideally, you'll want to get her up to at least level 4 in the first
Punishment.
If you don't have enough OP; I urge you to grind for some, as a well Punished
Yuko is a useful Yuko.
When you've finished preparations and are ready to go, replace Alice with Yuko
and give the little chibi a well deserved break. Right now a Healer is far
more
useful than a Black Mage whose damage is reliant on MP. If you're feeling
mutinous or wish to deal some hurt fast, feel free to switch in Alice in
mid-combat whenever the mood arises. Otherwise, stick to Yuko to keep HP up
and
make the lazy girl pull her own weight like everyone else.Besides that, Yuko
is
also capable of using a Light based attack spell, if you heeded my suggested
Punishment regime; meaning Alice is obsolete for the time being anyways.
Return to 2F, this time heading south from point 1. If you've maxed out the
first Punishment on a girl by now, you'll have access to her Field Skill.
If you have Ran's, feel free to use it to avoid random encounters on the way
back. If not, you need the OP anyways.

Upon entering point 16, a short scene will occur.


If you feel like playing around or choose to ignore the chest, you'll notice
it disappears when you go too far from it; returning to it will make it
reappear. This trait, combined with the abnormal blue coloration indicates
that
this chest contains a Chain Skill.
Like all Chain Skill Chests, this contains a Chain Skill, and will not be
visible to you until you are almost on top of it. The reason for this being
how
useful and powerful these SKills are. For more information on Chain Skills and
their chest locations, please refer to Section 8 of the guide. Throughout the
walkthrough I will denote their locations when possible, but for those looking
to collect ones they've missed, or curious about them in general, that section
of the guide will be most useful to you.
When it's written, that is.
For now, just keep in mind that the skill requires both Yuko and Sako to be
present in the active battle party for the Chain Skill to work.
I'm sure you're curiosity and desire to advance will make you want to climb
the
nearby stairs, but hold on for just a moment and head west, taking you to
point
17.
Continue westward to point 18, then northward to point 19. Observe the
Signpost
if you wish, then head westward once more to point 20. The reward for your
somewhat lengthy detour is a chest, containing 2 Medium Healing Potions for
your troubles.
The door leading to point 21 is locked- and will remain so for quite some
timeso ignore them and head back to point 16 and climb the stairs.
---------------------------Map: Sticky and Muddy 3F
--Map Key-C=Chest
!=Switch
Sd=Stairs(down)
Su=Stairs(up)
CS= Chain Skill Chest
S=Signpost
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For now, head west to point 1 and claim the chest there; netting yourself a
sweet prize of 150 OP.
From there, head back towards the stairs and continue westward to reach point
2. From there head north to reach point 3, then continue westward only to be
rudely interrupted mid-step by another scene.
Continue on you merry way west until you reach point 5, to be greeted with a
path to the north blocked by yet another locked door. Head south from here
towards point 6, only to be met by another scene.
With no other choice presented to you, head eastward to reach point 7.
Open the chest to recieve 3 Medium Healing Potions, then interact with the
nearby switch.

Return to the still locked door north of point 6 for another scene.
Afterwards, lament that the fact that you'll be trapped forever behind a
locked
door because the developers forgot to leave you a way to open the door you
foolishly trapped yourself behind, whittling away the rest of your lives
knowing that you failed in your duty as the [Warden] to help these girls
seek redemption for their crimes.
Le Fin~
...Okay, I'm just kidding. Now we play the waiting game while the person on
the
other side of the door you did unlock finds a way to help you guys out.
Sitting
still or walking back and forth doesn't seem to affect progression at this
point, but it never hurts to get a few extra random battles in for some extra
OP.
[I've never attempted to use a Warp Item to get out of this area; for fear of
Escapipe level script breaking. Feel free to try if you wish, but I won't be
held responsible for any- if anything at all at that- that may occur
because of its usage.]
Sooner or later a scene will play out.
Afterwards, return to freedom...er, point 5 on the map.
continue north to point 8, stopping to read the Signpost if you wish.
If you want, head north to point 9, but the switch has already been activated.
So for now, head west to point 10 for a much welcomed inactive Portal and
another scene.
After being faked out by the sadistic game developers, activate the Portal and
use the necessary facilities. Save even if you don't think you need to, as
caution never hurt anyone.
Now is also the perfect time to see how far you are along with the Punishments
for each girl. Ideally speaking, you'll want to have each of the girls first
Punishment maxed out by now. Those Field Skills will start to come in handy.
If
you haven't done so, get to Punishing or grinding for OP. Sako's Field Skill
while standing in the vicinity of an active Portal helps speed up the process.
As you might have already guessed by now, head east to point 11. From there,
head north to point 12 and prioritize your self-sastification over the needs
of
others.
As if to reward such hedonism, said chest is also a Chain Skill Chest. As you
might guess from the scene upon opening the chest, said skill requires
Kisasagi
and Sako present on the field at the same time.
After that, return to point 11 then head east to point 13.

Head north from there to point 14 and activate the switch.


Be warned, however; triggering the switch will activate a set encounter. If
you
are low on health, heal first. Head back to the Portal if need be, then hit
the
switch when you are ready.
============Set Battle============
Dread Eye x 1
============Set Battle============
Time for Yuko to really pull through. Having a dedicated healer in this fight
makes keeping everyone alive that much easier. Remember to heal poison
whenever
possible and keep pounding on it to whittle down its health. Switching in
Alice
to deal some extra oomph with her offensive magic isn't a bad idea either. I
recommend switching her in with someone once their MP is almost out or gone,
thereby maximizing the amount of pain that can be dished out by skills.
If the opportunity arises, use Kisaragi and Sako's Chain Skill. The damage it
will dish out is close to 3/5ths or more of it's total health; making the
battle significantly shorter.
Before long, the Dread Eye should fall just like the one you fought before.
Backtrack to point 13 after taking a quick detour back to the Portal for Rest
and Saving, and head south to reach point 16 and activate the second switch
there. Like the switch from before, another set battle will be set off.
============Set Battle============
Dread Eye x 1
============Set Battle============
Use the same tactics as the previous two, remembering to spam Chain Skills
when
you get the chance to make the battle a short one.
Return to the Portal to Rest and Save, then head to point 15. There are two
objects of note here: a shining object and a switch. Pick up the object for a
short but amusing scene involving Ran and the [Warden], the gear up for
another
fight the moment you activate the switch.
============Set Battle============
Dread Eye x 1

============Set Battle============
OP gained from these guys is better than no OP, so grin and bear it. Continue
to do what you've been doing and send this creature to oblivion.
Another scene, another point where you can hit the start button if you really
don't want to hear the VA's talking.
For now,
everyone
continue
on items

return to the Portal and Rest and Save. If you haven't caught up
on their Punishments to the recommended level yet, do so, and then
grinding for more that you'll need soon enough. Remember to stock up
if your stash is low, as well.

Afterwards, examine the door next to the Portal for another lovely scene.
Try not to emulate the moods of the others if you bothered to watch the scene,
and head north through the now opened door, through point 17 for another
scene.
Continue on to point 18. Ignore the urge to climb those tantalizing stairs and
head west for a moment to point 19 and open the chest there to recieve 200 OP.
I'm sure you don't need to be psychic to know what I'm going to tell you to do
next, so backtrack to the Portal while ignoring the stairs heading up.
While the saying "There are no free rides in life" has been proven wrong time
and time again over the ages, it remains an iron clad rule here on the path to
redemption.
Now that Tomoe has joined the team, she too will need to be Punished
accordingly. Kill your sympathy and whip her into shape, otherwise she'll be
as
useless as tissue paper in the middle of a perfect storm.
After raising Tomoe's first Punishment to Level 5, check your current OP. If
have less than 200, or didn't even have enough to go that far with her (get
your minds out of the gutter), then get back out there and grind for more! Use
Sako's Field Skill to help speed up the process. If you don't even have that
yet...well, gods be with you, because you need to play catch up quick. Grind
and grind until everyone's toocus has been rubbed raw and
reached level 5 in the first Punishment!
**For those ahead of the game and have already triggered the First Girl's
Order for one of the girls, refer to section 7 of the guide for more details
on what to do next.**
Once you've reached that goal, go ahead and climb the stairs at point 18 on
the
map to proceed to the next floor.
---------------------------Map: Sticky and Muddy 4F
--Map Key-C=Chest

!=Switch
Sd=Stairs(down)
Su=Stairs(up)
CS= Chain Skill Chest
S=Signpost
E= Exit/Entrance
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Welcome to the 4th floor, one step closer to the boss of this Trial.
From the stairs, head south to point 1, then west to point 2. The door north
of

point 2 is currently locked, so head south to reach point 3.


Continue further south to reach point 4. Open the chest there to recieve 3
Small Group Heals and then backtrack to point 3. From there, head east to
reach
point 5.
If you aren't rudely interrupted by a random encounter moments beforehand like
I was, you will trigger a scene the moment you step foot into point 5.
For now, head south of point 5 to reach point 6, and continue east through
points 7 and 8 until you reach point 9.
A point 9, open the chest to recieve 1 Small MP Heal. Hold onto it, it will
come in handy later one. Return to point 8 and head north this time.
Before you can get very far, you'll be stopped by another scene. Continue
forward to point 10 for a continuation of said scene.
As humorous as it would be to leave things as they are and let karma do its
work, the door north of this point is the only way through to the end of this
trial, thus necessitating the opening of it. Oh well. For now, activate the
Portal in the northeast corner of the room and Rest and Save. Don't use Punish
for now, as you'll want an abundance of OP.
Unfortunately the switches cannot be hit in any order you please, and must be
hit in the order given during the scene. If you weren't paying attention;
don't
feel bad...Neither was
I. Trial by error solves all; however, so I'll be providing the correct order
for you nonetheless.
**Attempting to do things out of order and heading to point 16 first yielded a
shiny object on the ground. Upon picking it up, a humorous scene paralleling
one from before where Alice will chuck said object. My theory states that
these are objects found for the Girl's Order,and by tossing the objects
instead
of letting you keep them prevents plot holes and/or preemptive Girl's Order
completions. Apparently you need to work for their affection.**
Head east to point 11, then north to point 12. From there, continue onward to
point 13 and activate the first switch. Once you've done that, a scene
will play out.
Karma works in mysterious ways, doesn't it.
As the game developers felt the next switch being directly below you would be
too easy, backtrack to point 10, this time heading west to point 14. Continue
north from there through point 15 and onward to point 16, activating the
second
switch there, kickstarting yet another scene.
If you couldn't tell where that door was, it was the locked door we passed by
back point 2.
Now, there's two ways you can do this.

1) Walk there.
This way has the advantage of 4F random encounters; meaning more OP.
2) Warp to the Portal on 3F and take the stairs up to 4F.
This way saves time.
Regardless of the method you choose, return to point 2 and head north to point
17 and activate the switch, which of course, activates another scene.
Ignore the obvious at the moment and search the top right corner of point 17
to make another invisible Chain Skill Chest appear.
As the following scene suggests, this Skill requires Sako and Yuko to both be
in the active party in order to work.
Now, you have three more methods in order to achieve our next immediate
objective.
1)Walk back to the Portal at point 10.
2)Warp there using an item.
3)Use Tomoe's Field Skill; if it's the last Portal you used.
If you're low on health and items, I recommend warping. Otherwise, you could
use any and all opportunities for OP, and should walk back.
Once you've reached point 10, head to point 15 and attempt to activate the
switch there.
A line from the our correspondent more or less says something along the lines
of it being the wrong switch, so go ahead and and try to activate the switch
at point 12 next.
With the door finally opened, head north of point 10 to reach point 18, in
order to be treated to yet another scene.
Which of course, ends with another set battle.
============Set Battle============
Dread Eye x 2
============Set Battle============
This time, Dread Eye has a friend.
If you've been diligently grinding on random battles up until now instead of
taking Warp shortcuts; and collected the Chain Skills as noted and have the
appropriate members join the fight, then this battle will end in short order.
Don't get too complacent, and use Sako's Chain Skill as soon as possible. The
Regen it bestows will help combat poison damage. Focus your attacks on one
Dread Eye at a time; killing one off will lessen the total amount of damage
you'll take per turn; as there will be one less Dread Eye dealing damage.

When the Dread Eyes go down, another scene will play out, after which Shin
will finally join the party instead of trying to play it solo.
A short tutorial will play; explaining Shin's "OPERATION" fighting style;
or OPR for short.
With the way to the boss now clear, head north to point 19 to grab the chest,
netting yourself a free 300 OP. With that; backtrack to point 10 and head into
the Portal.
Use Punish on Shin and bring her first Punishment up to level 5 like the rest
of the girls.
Now that you've gotten all 7 party members, ideall you'll want to raise them
all to level 2 in their Second Punishment. If you don't have enough OP to do
so; go grind for it until you do. Assuming you can score 200 points every
single time, it will cost you a total of 1400 OP to do it.
If you acquire some Girl's Orders along the way, reference Section 7 of the
guide for more details. It's always in your best interest as the player
to complete them as soon as you get them; even putting off further Punishment
until you do so.
Once you'd done that, buy some items and Save, as it's time to face off with
the Boss of this Trial.
Head North of point 19 in order to reach the next area.
---------------------------Map: [I refuse to map a straight line.]
You'll be greeted with a scene prior to the Boss Fight. Once it's over, get
ready to slay this roadblock and keep moving forward on the path to redemption
for the girl's sins.

============Boss Fight!============
Electric Greed x 1
============Boss Fight!============
***********************************
Recommended Party: Ran, Yuko, Kisaragi, Sako
Recommended Level: Shin- 9 Everyone Else- 10
Recommended Punishment Levels: 5 on 1st Punish., 3 on 2nd Punish- Sako.
5 on 1st Punish., 2 on 2nd Punish- Everyone Else.
***********************************
Initial Notes
**********

If you haven't been leveling and Punishing properly, you will die. No ifs,
ands, or buts about it. The damage this boss deals out will eat through your
HP bars like no one's business. Add on the fact that it can attack twice in a
turn, and HP items won't be enough to keep up if your party is too weak.
Grinding is NOT optional in Criminal Girls.
Healing
**********
Use Sako's Chain Skill to bestow Regen on the party. Having a small amount of
HP auto healed for you at the beginning of the turn is a godsend; in addition
to help keeping your HP up per turn without wasting an item usage;
it also allows you to reserve said healing items for later.
Don't be afraid to use Yuko's Healing skill while she still has plenty of MP
to do so; its why she's in the recommended party, after all.
If someone dies, revive them ASAP. If you cannot, switch in someone else to
pick up the slack. If Yuko dies, switch in Alice. If Kisaragi dies, switch in
Tomoe. If Sako dies,have Shin take her place. This way, you'll still keep a
balanced team in terms of function and battle capabilities.
See the Defense section should Ran die and you have no revival items.
Offense
**********
Between Kisaragi's Chain Skill, Her skill that allows her to attack twice on
her own, Ran's Defend and Counter skill, Yuko's offensive magic, Yuko's Chain
Skill, and Sako's Offensive skills, you certainly aren't lacking in the
methods
of dealing damage to Electric Greed.
If you upped Sako's punishment to the recommended Level, she'll have a Support
SKill that bestows Attack Up on a single party member for a few turns, ramping
up their damage output. Get it onto Kisaragi and Sako and watch the sparks fly
every time they lay into Electric Greed.
**When MP gets low, consider switching out Kisaragi and/or Sako for Shin
and/or
Alice to continue high level of damage dealt via skills.**
Defense
**********
Ran is a requirement for this fight. No buts about it. If she dies, revive her
immediatly. Without her ability to make the party Guard, the boss's charged
attacks will annihilate any and all survivors. You have been warned.
If at any point a party member
for a healthy party member. If
to Shin or Tomoe and hope they
the Boss does with a Game Over

is slain; revive her. If you can't, switch out


Ran dies and you have no reviving items; switch
can deal enough damage to end the fight before
thanks to a charged attack.

**If you switch in Shin for whatever reason, keep in mind she is a Mage-type
character; her HP/Defense reflect this accordingly. Take care to watch her HP
when the damage comes rolling in.**

Stealing
***********
Stealing from the boss nets you 1 item that will heal 50 MP when used
for a single ally.
Closing Notes
************
Keep up on the offense; play smart and keep up your HP levels. Defend when the
Boss shows the tell-tale flash of a charged attack, and the boss will be
slain like the many others that dared to stand in your way.
If this boss is
HP at the start
level grinding.
after defeating

continually ko'ing party members; especially ones who had full


of the turn, take this as a cue from the game to get back to
Or,if you are at the recommended levels, make a separate save
this boss to practice tactics and item usage.

If you died due to a lack of items, make sure to keep an ample supply.
While late-game actions can be done with a well leveled party, items act as
a second turn and is a vital supplement to any battle plan. In a game where
actions per turn are so limited,having a free chance to do something else is
godsend.
============Boss Fight! End============
Electric Greed x 1
============Boss Fight! End============
With the boss down, a scene will play. A dialogue choice will occur; pick
whichever one you wish.
Right before control of the [Warden] is returned, you'll automatically pick up
the item right behind you.
For now, return to point 10 to use the Portal there. Rest and Save- and if
you're feeling a bit frisky/sadistic, go ahead and try out the new Punishment
you've just unlocked.
...That is, if you have the OP for it. At a whopping 500 OP a go, and only
costing more as you level it, it's best to max out the 2nd Punishment for all
the girls first.
Whenever you feel ready, head north of the area you fought the boss, and pass
into the next Trial area.
---------------------------05c. The Trial of Hard Fire!
****************************

06.Post Ending Content


============================================================================
More on this later.

07. Girl's Order Walkthrough


============================================================================
07a. Sako
--------07a1. Order 1
I achieved Sako's 1st Order after raising her First Punishment to level 5, and
her second Punishment to level 3.
In order to complete this Order, return to Prison Floor- Cod No. 832 2F.Head
west of point 4 and collect the glowing item there in order to complete this
Order. As a reward, all of Sako's skills now cost 1 less MP to use.
07b. Kisaragi
------------07b1. Order 1
I achieved Kisaragi's 1st Order after raising her First Punishment to level 5,
and her second Punishment to level 2.
In order to complete this Order, return to Code No. 832-B4f; Containment Room.
While inside the Containment Room, head all the way north, following the giant
pink heart on the in-game map and collect the glowing object inside the cell
that Kisaragi previously occupied. Choose a dialogue option and complete this
Order. As a reward, all of Kisaragi's skills will cost 1 less MP to use.
07c. Ran
-------07c1. Order 1
I achieved Ran's 1st Order after raising her First Punishment to level 5, and
her second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No. 832 B1F.
Head 2 rooms west of the portal, where you'll see a golden enemy sitting
there, waiting. Be prepared for battle, then run into it.

============Set Battle============

Egg Shadow x 5
============Set Battle============
Don't let the numbers intimidate you; At this level; using Ran's Counterattack
skill will one shot the entire field in a single turn. Make sure Ran has at
least 6 MP, then activate it when the chance comes up for an alarmingly easy
win. With that out of the way, complete the Order by choicing a dialogue
choice. As a reward, Ran's skills will all cost 1 less MP to use.
07d. Yuko
--------07d1. Order 1
I achieved Yuko's 1st Order after raising her First Punishment to level 5, and
her second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No. 832 B3F.
Teleporting using active Portals is a highly convenient way of doing this.
Head to point 4 where you'll find a glowing object on the floor that wasn't
there before. Pick it up to activate a short scene involving Yuko. Pick
whatever dialogue option you wish to complete the Order. As a reward, Yuko's
skills will now cost 1 less MP to use.
07e. Shin
--------07e1. Order 1
I achieved Shin's 1st Order after raising her First Punishment to level 5, her
second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No. 832 B4F.
Head east from the stairs until you are outside the Entrance to the
Confinement
Room; where you'll see a Golden set encounter.
Prepare for battle, then walk into it. Pick the top option when prompted to
initiate the fight.
============Set Battle============
[Kanji]Slug x 6
============Set Battle============
As you may or may not have noticed, Ran, Alice, Sako, and Tomoe are required
for this Fight. You cannot switch to Yuko, Shin, or Kisaragi.
It gets worse; upon being killed, the remaining enemies will summon another
of their own to take the fallen's place.
Thus; there is only one choice left to you; kill all 6 at once.

Carefully lower the HP of all the enemies on the field without killing any; as
close as you feel safe doing. The closer to zero without actually reaching it,
the better. Conserve Tomoe's MP while doing so.
Remember to keep everyone's
the enemies health as close
attack all enemies at once,
of them from respawning and

HP high, and be patient. Once you've gotten all


to zero as humanly possible, use Tomoe's Skill to
wiping them out in a single turn; preventing any
ending the battle.

There may be a time when everyone wants to use their skills at


all of the enemies are low enough HP to be killed together. In
attack one that is left with the highest HP. Thus, you'll lose
amount of work when its teammates inevitably revive it. Do the
you be ready to finish them, but Tomoe's skil doesn't show up.

once, and not


that case,
the least
same should

Once the battle is over, you will be through with this troublesome Order. As
a reward, all of Shin's skills will cost 1 MP less to use.
07f. Tomoe
---------07f1. Order 1
I achieved Tomoe's 1st Order after raising her First Punishment to level 5,
her second Punishment to level 2.
In order to complete this Order, return to Trial of sticky and Muddy 1F. Head
to point 1 where you'll find a glowing object on the floor. Make your choice
of dialogue in the scene that occurs to complete the Order. As a reward,
Tomoe's skills will now cost 1 less MP to use.
07g. Alice
---------07g1. Order 1
I achieved Alice's 1st Order after raising her First Punishment to level 5,
her second Punishment to level 2.
In order to complete this Order, return to Prison Floor- Code No.832 B2F.
Head west of point 6 and collect the glowing item there. Pick a dialogue
option
to complete this Order. As a reward, all* Of Alice's skills will cost
1 less MP to use.
*Except her Field Skill.*

08.Chain Skill Chest Locations


============================================================================
08a.Yuko's Chain Skills
----------------------08a1. First Skill

This Chest is located in the Trial of Sticky and Muddy 2F. The chest is
located at point 16 on the map; right next to the stairs leading to 3F. In
this Skill, Yuko sits things out, while Sako goes on what can only be
described as a rampage, attacking all enemies on the screen several times,
resulting in large damage recieved by all enemies at the end. Useful for
clearing out random battles with large numbers of enemies present.
08a2. Second Skill
08b.Sako's Chain Skills
----------------------08b1. First Skill
This chest
located at
This skill
activation
effect the

is located in the Trial of Sticky and Muddy 4F. This chest is


point 17 of the map; northeast of the switch in the same room.
involves Yuko and Sako working in tandem; Sako commences the
of one her skills; and Yuko in turn uses her magic to make it
entire party; bestowing Regen on everyone.

08c.Kisaragi's Chain SKills


--------------------------08c1. First Skill
This Chest is located in the Trial of Sticky and Muddy 3F. The chest is
located at point 12 on the map. In this Skill, Kisaragi and Sako attack in
tandem, dealing a large amount of damage that appears to be fire-based.
08c2. Second SKill
08d.Ran's Chain Skills
---------------------08e.Alice's Chain Skills
-----------------------08f.Shin's Chain Skills
----------------------08g.Tomoe's Chain Skills
------------------------

09.List of Status Effects


============================================================================
Various status effects can be inflicted upon the opponent and the girls.
Knowing what they are will help you understand how to deal with them.
9a.Poison- Denoted by a picture of purple bubbles above the afflicted person.
Causes damage at the end of the round. Poison, unlike some other games, can

and will KO (or kill, in the case of an enemy), instead of leaving the target
at 1 HP. Thus, it's imperative to cure it before the girl who is poisoned
reaches low levels of HP; otherwise, get ready to waste a revive on her.
On the flipside, inflicting poison on large enemies is a very good way of
chipping away at their ridiculously huge HP bars and helps make fights that
much easier. When she learns it, Kisaragi is a good member to rely on for
inflicting the Poisoned status.
9b.Instant Death- I personally have never seen an enemy use this one before,
thankfully. However, Tomoe has a certain skill(s?) that have a chance of
insta-killing a target. Unfortunately, some enemies are immune to its effects.
Those successfully killed by it can be denoted by a black skull and bones
appearing above it before it dies.
9c.Paralysis- Such a pain when inflicted on the girls, but a useful one to
inflict on enemy. Paralysis has a chance of preventing the target from taking
action; noted by a bzzt noise and sparks shown around the afflicted target
when they attempt to make a move. Ran and Kisaragi are both adept at
inflicting this status effect later in the game.
This status effect is noted by miniature lightning bolts above the afflicted
character or enemy.
9d.Confusion- Target does not obey orders; may even attack allies.
This status effect can be afflicted on party members and enemies alike. Tomoe
learns a skill that allows her to do so later in the game.
This status effect is denoted by question marks above the afflicted.
9e.Stuck- The party member inflicted with this status effect cannot be
switched
out. This can be deadly when said character has other status effects
preventing it from following orders and a boss plans to use a charged skill,
leaving them unable to defend.
This status effect is at its deadliest when all four members are confused
and paralyzed at the same time, leading to total party wipes if not treated
immediately. Don't let it happen to you.
10.List of Buffs and Debuffs
============================================================================
10. Buffs
--------10a1.RegenerationRegeneration- or Regen for short- restores HP to whomever the skill was
enacted
upon at the beginning of the turn. Sako can learn a Chain Skill that bestows
this upon the party, and later in the game she learns a skill to do so
for herself.
Rest coming Later rather than Sooner.

11.Miscellaneous Section
============================================================================
11a.Leveling Tips
-Sako's Field Skill can be used at no MP cost to lure enemies to you,
initiating a random battle. This skill can be used to keep the amount of
time needed to grind to a minimum by reducing time between encounters and
negates the need to wander the dungeon trying to trigger a random encounter.
If used next to an activated Portal, one can save on healing items by using
the Punishment chamber to rest and save, reducing the chances of losing
time and experience should a random encounter overpower the party.
The bonus of using this method to grind is that the amount of items used is
cut down considerably, allowing the amount of OP the player has to build up
steadily; further increasing the girl's combat potential.
-While less effective, another trick is to use Tomoe's Field Skill to
return to base after traversing the dungeons. This prevents the odd chance
of a random battle finishing off a weakened party trying to return to a Portal
for healing.

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